- Refactored the AddIn-System to allow merged assemblies (for metro, android, etc. later on)
- Added empty PsVita Sound and Media System modules
- Fixed 2 small missing excludes in the build script
- Cleaned the License headers in the shader files
- Some other refactorings
-- conditionally convert project types (controlled by cli argument)
-- convert all projects of one or many solutions (passed as cli argument)
-- prepared to work with single project files (exception currently)
To get the old behaviour you have to call:
ProjectConverter /linux /psvita /windowsmetro ../../ANX.Framework.sln
- more work on our own ContentPipeline implementation: effect files are now imported, processed (compiled using fxc.exe) and serialized to a .xnb file. Needs testing...
- Removed the sharpdx references from the Metro shader generator
- Added a basic path searching to the metro shader generator to find the correct path to the fxc tool
- fixed a lot of issues with the build system
- added PlatformSystems to the build
- fixed some project files (missing using statements)
- added PlatformSystems to the msi installer
- fixed some issues in the msi installer
- updated WIX to version 3.6RC (to support VS2012)
WIX v3.6RC is not included in the svn repository. If you want to build a msi installer yourself you have to install it. I added the link to the wix installer package to the documentation.
- Started Windows, Metro and Linux Platform-Plugins
- Moved the RecordingSample to the Samples folder
- Started two samples for using the graphics device in a WinForms and Wpf Editor
- Refactorings in the AddIn-System
- Moved the Window initialization-code to the Platform modules
- Changed the License text in all code files which is now way smaller
- Started ProjectConverter tool which converts all the projects and solution to the target configuration
- Changed the SupportedPlatform names in the Resource files
- Changed the WIN8 define to WINDOWSMETRO which is actually meant
- Removed NLog and started our own Logger class
- Many more stuff...
updated StockShaderCodeGenerator (sscg) to support DX11 shaders
updated the DX11 RenderSystem to be on par with the DX10 RenderSystem (it is currently not working completly because of some issues with shaders)
added build folder
added build script for release build of ANX.Framework and all RenderSystems
fixed some issues in projects regarding compiler directives
removed StockShaderCodeGenerator from Pre-Build-Events. Build the Stock shaders using NAnt target build_stock_shaders.
started Wiki documentation for custom build switches (e.g. extended mode)